Difference between revisions of "IsawaBrian/SolarWarCommunication"
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----<b><i>Masterful Communication Defense</b></i> | ----<b><i>Masterful Communication Defense</b></i> |
Revision as of 09:03, 3 April 2010
Masterful Communication Defense</b>
<b>Cost:3m, 1wp; Mins: War 5, Essence 2; Type: Simple Keywords: Combo-OK, War Duration: One Scene Prerequisite Charms: Commanding the Ideal Celestial Army
The Solar’s command and coordination of his army resonates in the very blood and bone of his soldiers. They respond to his commands with admirable efficiency, and less of their attention is taken away when they perform simple or repetitive tasks. For the rest of the Scene, reduce to 0 the DV penalty of any miscellaneous action taken by the Solar’s complementary unit.
Singular Solar Field Marshal</b>
<b>Cost:10m, 1wp; Mins: War 5, Essence 4; Type: Extra Action Keywords: Combo-OK, Obvious, War Duration: One Scene Prerequisite Charms: General of the All-Seeing Sun, Masterful Communication Defense
When a Solar speaks, all listen. By expanding her mental communication to the point where her very spirit enlightens and empowers her soldiers, the Lawgiver may effectively control multiple units at the same time, up to a maximum of (the Solar’s War) +1. So long as all units remain within (Essence x 10) miles, the Solar may command and control each unit, granting them her stats as though she were at their helm. They may take different actions, but may not flurry; this charm effectively grants the Solar magical flurry with a Speed equal to the highest of that performed by any one unit and a DV penalty equal to the highest for any one action; the Solar’s attention is sufficiently divided that it takes considerable time and effort to coordinate the effects of all units. Any Charms that affect the Solar or the Solar’s unit affect all units (ie, Under One Banner Prana).
Swiftness of the Martial Weather</i>
Cost: --; Mins: War 4, Essence 3; Type: Permanent Keywords: None Prerequisite Charms: Commanding the Ideal Celestial Army
With Heaven's blessing, the ideal is never beyond reach. When the Solar acts to provide leadership for an army, she grants them one of the ideals of speed and flexibility-- that of the Aerial Legions themselves. While it requires greater knowledge of strategy and greater strength of Essence to retain such ideal power for long, the small burst of time when troops instinctively apply themselves to the will of the Solar can grant great control of tactical initiative. If the Solar uses Commanding the Ideal Celestial Army at the start of a battle or when a new unit under their command is joining an existing battle, this grants that unit bonus dice to Join Battle equal to the Essence of the Solar.
<i>Omniscient Solar Field-Marshal</i>
Cost: --; Mins: War 5, Essence 5; Type: Permanent Keywords: None Prerequisite Charms: General of the All-Seeing Sun
In the instant that a perceptive Solar warlord perceives the battlefield with General of the All-Seeing Sun, a strong Essence can gain perception into even the disposition of those arrayed against him. When using General of the All-Seeing Sun, the character now perceives the position, status, and allegiance of all units within range. In the case of enemy or neutral units, if they are attempting to conceal their presence or allegiance, the character will not perceive them, or only perceive putative allegiance. At Essence 6+, the character will gain the option of a reflexive Perception + War roll against relevant concealment (either of position or allegiance) with a bonus to the Solar's roll in dice equal to the unit's Magnitude.
== Comments ==